When it comes to planning and monitoring social media, your Steam page, and websites for discovery success, what tools should you use? We look at some potential lenses.
Accessibility is a popular topic among developers and game dev discussions, but today's post talks about the design trap of only thinking about accessibility and not UI/UX, and ending up with a game all the worse for it.
How did web game Shapez.io end up grossing $1 million on Steam? We look at its route to success in this data heavy deep-dive.
PlayWay shared with its investors some very focused and precise data on Car Mechanic Simulator 2021 - so let's analyze it in detail!
1st installment of a 6-pt series: Composer Winifred Phillips shares content from her GDC2021 lecture, "From Spyder to Sackboy: A Big Adventure in Interactive Music." In this article: the use of song structure as a guide for horizontal resequencing.
Do you want two essential spreadsheets for estimating Steam & console game sales? Because that's what you've got, alongside lots more game discovery news.
Continuing my thoughts on difficulty design, I want to spend a few minutes discussing player motivation and how it can push someone to keep playing a game, or cause them to bow out of a game if they feel stuck.
We can now see official Valve data that shows that Steam Next Fest is 'good for you'. So what does that mean? And how about all those antitrust suits? This, and much, much more...
We lok at Epic court documents to analyze EGS advances, take another look at Steam 'reviews to sales' ratios, and lots more besides.
The conversation around 'soft counters' and 'hard counters' in RTS games often focuses on best case scenarios for soft counters and worst case scenarios for hard counters. This article is an attempt to address the topic in a more open and fair framing.